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MULTIMEDIA

LESSON 21
MULTIMEDIA CONCEPTS
The word multimedia is commonly used in our life. For example, we send
messages through our mobile phones using Multimedia Messaging System
(MMS). In schools, we use the multimedia courseware to learn.
DEFINITION OF MULTIMEDIA
Multimedia has been used in many aspects in our lies, for example in the
field of business, entertainment and the sciences. !Multimedia" comes from
the word !multi" and !media".!Multi" means arious. !Media" refers to any
hardware or software used for communicating.
These are some examples of hardware and software that we use in
communicating with others.
#xamples of hardware are$ the radio, teleision, computer and mobile
phone.
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#xamples of software are$ email, %ahoo Messenger, Multimedia Message
Serice (MMS) and ideo conferencing.
The usage of text, audio, graphic, ideo and animation are all inoled in
describing media. So, multimedia is the presentation of information by using
a combination of text, audio, graphic, ideo and animation.
CURRENT DEFINITION OF MULTIMEDIA IN ICT
In the field of Information and &ommunication Technology, multimedia
means more than the use of the arious media. ' computer user interacts
with the computer to perform tas(s such as finding information or play
games to deelop a s(ill.
Thus, the meaning of multimedia has changed as technology adanced in
our lies.
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There are fie main elements in a complete multimedia system.
MULTIMEDIA APPLICATIONS IN SOCIETY
Multimedia has improed our lies in
many ways.
Firstly, multimedia is used as a
common source of reference.
#ncyclopedias, directories,
dictionaries and electronic boo(s are
among common multimedia
references.
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Multimedia is also used in education and training. )earning has become
more interesting and effectie with educational programmes such as
!edutainment" that is a combination of education and entertainment.
*esides that, multimedia is greatly used in
entertainment industry.
These industries produce computer
games, and deelop animations or special
effects for cartoons and moies.
Multimedia applications are also widely used
in scientific research.
For example, from research, new findings
can help the researchers to improe the
condition of sic( people.
MORE MULTIMEDIA APPLICATIONS IN VARIOUS
FIELDS
Multimedia has played an important role in other fields, such as business,
arts, medicine and engineering.
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In business, multimedia applications are used in adertising products.
Many companies nowadays deelop and distribute catalogues in the form of
a &+,-.M as it is more interesting to the consumers.
In art, artists use multimedia elements by combining drawing and
animation.
In mediine, doctors can practice or
be trained in performing high,ris(
surgery by using irtual surgery.
In en!ineerin!, &omputer,'ided
+esign or &'+ is used. *y using this
application, engineers can iew the
design from many aspects and
improe on it before production.
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E"TENSION # MULTIMEDIA FOR T$OSE %IT$ LO%
VISION
Multimedia applications hae greatly benefited those with low ision as it
helps them in performing tas(s normally in their daily lies.
/sers who hae ision problems, can use the multimedia for their
educational and rehabilitation program to improe their lies.
LESSON 22
INTERACTIVITY OF MULTIMEDIA
INTERACTIVITY
If you use the first multimedia application, the content
progresses without you haing to control the flow of the
moie. %our only control is to press the !play" and the
!stop" buttons.
This interaction is called &inear interati'it(.
.n the other hand, the second multimedia application
allows you to decide which part you would li(e to iew, or
how much you want to (now about the content.
This interaction is named n)n*&inear interati'it(.
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%$AT IS INTERACTIVITY+
Interactiity refers to the way users interact with a multimedia application or
program.
0ow does a user control the content of a multimedia application1 The user
can use input deices such as a (eyboard, 2oystic(, mouse and touch
screen to interact with the application through the computer.
The content of the application proided, determines the interactiity for the
user. 'n example is film that does not allow the user to control the content.
'nother example is a computer game. It allows the user to use the left and
right arrow (eys to control the moement of the game.
%$AT IS LINEAR INTERACTIVITY+
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In linear interactiity, the user
interacts with the multimedia
application without controlling the
progress of the content.
In other words, the user is a passie
receier of the multimedia content
most of the time.
The linear content is usually arranged in se3uence. 'n example of the
multimedia linear content is a moie.
'lthough a moie uses a combination of audio, graphics and animations,
the user has no control oer the se3uence of eents.
%$AT IS NON*LINEAR INTERACTIVITY+
/nli(e linear interactiity, non,linear interactiity allows the user to interact
with the content according to what the user wants from the content. In other
words, it is a two,way communication.
The user can control the progress and se3uence of the multimedia content
by using buttons or lin(s.
4on,linear interactiity uses tools li(e !hypertext" to connect a word or a
phrase to another screen.
'n electronic boo( with lin(s to another screen is considered as haing
non,linear multimedia content.
0ypermedia is also used in non,linear interactiity. This tool is similar to
hypertext. 0oweer, it connects to different media elements such as audio
and ideo.
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E"TENSION # NON*LINEAR INTERACTIVITY AND
VIRTUAL REALITY
5irtual -eality is the best example of
multimedia technology which uses
non,linear interactiity.
'danced irtual reality systems today
allow users to respond and interact in many
ways to its irtual surroundings.
In learning 6eography, irtual reality can
recreate places and enironment for you to
interact with. 5iewing exploration programs,
li(e +iscoery and 'nimal 7lanet will be een
more interesting.
This is because you will be able to enter
different enironments irtually and interact
with your surroundings. %ou can learn at
your own pace and leel of understanding.
LESSON 2,
MEDIUM OF DELIVERY
COMMON MEDIUMS
6enerally, there are two ery common
mediums used in deliering multimedia
contents.
First, multimedia can be deliered through
8eb pages. Thus, this (ind of content is said to
be a %eb*based mu&timedia.
Secondly, multimedia can be deliered through
compact discs. Therefore, the multimedia content
is said to be a CD*based mu&timedia.
%E-*-ASED MULTIMEDIA
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8eb,based multimedia is a combination of multimedia technology and
Internet technology. 8eb,based multimedia is popular nowadays.
In the past, 8eb pages were filled only
with static texts and graphics as there
were problems in downloading large
multimedia files through the Internet.
+ownloading a ideo file could ta(e a
long time as it is large.
MULTIMEDIA TEC$NOLO.Y IN T$E INTERNET
4ow, with the adancement of both technologies, most 8eb pages
integrate elements li(e text, graphic, audio, ideo and animation.
These dynamic elements ma(e the process of distributing information
through the Internet more interesting and effectie to the user.
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There are a lot of multimedia software including plug,ins, players and
browsers used in the Internet. These software allow better 3uality
multimedia programs to be stored and iewed.
'part from using the software, the 3uality of a multimedia program receied
will still depend on the Internet facilities that the user has.
CD*-ASED MULTIMEDIA
&+s li(e &+,-.M (&ompact +isc -ead
.nly Memory) hae been used to
store and delier multimedia content.
&+s are usually used with computers.
'n improement of the &+,-.M is the
*lu,ray disc which can store better
3uality ideo.
0oweer, the main problem in using &+,-.Ms as a medium is that, it can be
costly as it ta(es a long time to produce a complete multimedia program.
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DIFFERENCES -ET%EEN %E-*-ASED AND CD*
-ASED MULTIMEDIA APPLICATIONS
There are some differences between 8eb,based and &+,based multimedia
applications.
E"TENSION # INTERACTIVE TV
Interactie teleision is the use of digital
teleision to delier high definition multimedia
content to the user.
8hen a user wants to watch interactie
teleision content, the user would
download it from the Internet.
'n example of interactie teleision is 'pple T5. In order to subscribe to
'pple T5 serices, a client needs to hae a widescreen T5, a Mac or a 7&, an
Internet connection, a 0igh,+efinition Multimedia Interface (0+MI) cable
and the software, iTunes 9.
Interactie T5 or iT5 does not only allow users to change channels but also
to interact with the content of a t program.
LESSON 2/
MULTIMEDIA ELEMENTS
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T$E FIVE MAIN ELEMENTS OF MULTIMEDIA
In a multimedia application, basically the elements are diided into two$
dynamic (ob2ects that moe or change) and static (ob2ects that do not
moe).
Texts and graphics are two elements that do not moe whereas the other
three elements$ audio, ideo and animations are moing ob2ects within a
multimedia application.
TE"T
Text is the basic element of multimedia. It inoles the use of text types,
si:es, colours and bac(ground colour.
In a multimedia application, other media
or screen can be lin(ed through the use
of text. This is what you call 0ypertext.
To produce an effectie multimedia program there are three things that
need to be considered. They are$
The position of the text on the screen.
)ength of the message
'nd legibility of the text.
.RAP$IC
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6raphics ma(e the multimedia application attractie. They help to illustrate
ideas through still pictures.
There are two types of graphics used$ bitmaps (paint graphics) and ector
(draw graphics).
*itmaps images are real images that can be captured from deices such as
cameras or scanners.
5ector graphics are drawn on the computer and only re3uire a small amount
of memory.
AUDIO
' multimedia application may
re3uire the use of speech, music and
sound effects. These are called audio
or the sound element.
There are two basic types of audio
or sound$ analog and digital audio.
'nalog audio refers to the original
sound signal. +igital audio refers to
the digital sampling of the actual
sound. The sound used in multimedia
is digital audio.
8e can record analog audio file. 8e
can use special audio editors li(e
Sound Forge to conert analog audio
files into digital audio files.
VIDEO
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5ideo proides a powerful impact in a multimedia program. In multimedia
applications, the digital ideo is gaining popularity because of the following
reasons$
ideo clips can be edited easily
the digital ideo files can be stored li(e any other files in the computer
and the 3uality of the ideo can still be maintained
the ideo files can be transferred within a computer networ(
it allows non,linear editing in any part of the ideo
0oweer, these digital ideo files are large in si:e. Transferring these files
can ta(e a long time especially when using the Internet.
ANIMATION
'nimation is a process of ma(ing a static image loo( li(e it is moing. In
multimedia, digital animation is used. +igital animation can be categorised
into two broad area$ ;+ (; +imension) and <+ (< +imension) animations.
;+ animation refers to creating moements in basic ob2ects. These ob2ects
are put into arious situations or positions and hae moement on the
screen.
<+ animation refers to creating moements to three dimensional digital
ob2ects from photographs. Moements li(e spinning and flying across the
screen are some samples of animations.
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STANDARD FILE FORMATS
#ach of the fie elements mentioned has arious standard file formats. file
format is a particular way to store information in a computer.
The formats will allow you to ma(e decisions of the type of text, graphic,
audio, ideo and animation to use when deeloping your own multimedia
program.
STANDARD FILE FORMATS FOR EAC$ ELEMENT
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E"TENSION # MO-ILE MULTIMEDIA IN
TELECOMMUNICATION
Multimedia has become a part of the
telecommunications industry.
Mobile phones can now display texts, graphics,
ideo and play audio. These are the
Multimedia Messaging Serices (MMS) features
incorporated into most mobile phones.
LESSON 20
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$ARD%ARE AND EDITIN. SOFT%ARE FOR MULTIMEDIA
PRODUCTION
In producing a multimedia program, we need to$ 6ather data for the = basic
elements of multimedia$ text, animation, graphics, ideo and audio by using
hardware.
To edit the elements, we need special editing software.
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$ARD%ARE FOR PRODUCIN. MULTIMEDIA
The most common hardware used are scanner, ideo camera, camera for
still photos, audio deice, and ideo capture deice. #ach of these hardware
has its functions and characteristics.
>nowing the functions of the hardware and how to use them are important.
This will enable us to integrate the basic elements of multimedia into a
program.
DESCRIPTION OF $ARD%ARE
#ach hardware has its own functions.
Sanners are used to conert conentional images, texts, drawings and
photos into digital form that can be understood by the computer.
There are four types of
scanners$ flatbed scanner,
hand held scanner, sheet,fed
scanner and <+ scanner.
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There are two types of
'ide) ameras$
analog ideo camera and
digital ideo camera (+5).
'n analog ideo camera
records ideo in analog
signals on a magnetic ideo
tape.
' digital ideo camera records ideo in digital signals, which can be stored in
arious forms of media, such as digital ideo tape or memory cards.
+ata stored in these +5 tapes can directly be read by a computer system.
In an ordinary amera, images are captured on a roll of film. In a digital
camera, images are captured and stored in a media card.
The adantages of haing a digital
camera is that the images captured
can directly be used in the computer.
It saes cost as we do not hae to
buy films and can choose to (eep or
delete the pictures in the memory
card.
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Audi) deices are needed to record analog sound.
The sounds are then changed into digital sound.
#xamples of deices used for recording sounds or audio are microphone,
sound card and oice synthesi:er.
Vide) a1ture de'ies help to conert analog ideo to digital
ideo. The fire wire helps to transfer the ideo from ideo camera to the
computer.
They also transfer digital ideo to the computer so that the data can be
edited or stored.
EDITIN. SOFT%ARE FOR MULTIMEDIA
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In producing multimedia, the data in the ideo camera can be edited,
changed, transferred and stored in the computer.
' text editor is used to edit plain text.
6enerally a graphic editor can edit images,
draw or illustrate pictures or ob2ects.
'nimation editors are used for producing ;+,
<+, special effects and animation for the 8eb.
'n audio editor is used for oice recording or
producing music and special sound effects.
' ideo editor is used to edit ideo.
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E"AMPLES OF EDITIN. SOFT%ARE
These are examples of editing software that aailable for producing a
multimedia program.
E"TENSION # ANIME
0ae you eer heard of !anime"1
'nime is one of the world?s most
popular animations.
It originated in @apan. In @apan,
anime refers to !animation" and
most of them are based on
!manga" comics.
Manga is a cultural force in @apan
and is gaining popularity in 'merica.
%ou can add colour to the drawing by putting in a bac(ground, adding isual
effects and animating the ob2ects to ma(e it more attractie.
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LESSON 22
AUT$ORIN. TOOL CONCEPT
'uthoring tool is a program that helps you write multimedia applications.
'uthoring tools usually enable you to create a final application by lin(ing
together ob2ects such as a paragraph of text, graphic or a ideo.
*y se3uencing them in an appropriate order, authoring tools can produce
attractie and useful multimedia applications.
MULTIMEDIA AUT$ORIN. TOOLS
Multimedia authoring re3uires users to deelop all the multimedia elements
and integrate them into an interactie application.
The tool of the multimedia professional is the authoring software or
authoring tool.
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'll multimedia tools are based on a concept where the program organi:es
elements, se3uences eents, and deliers the multimedia application.
Multimedia applications
can be classified into
three concepts, which are

time frame,
icon
and card.
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TIME FRAME CONCEPT
8ith time frame concept authoring tools, the multimedia elements or eents
are presented and organised along a time line.This type of tool helps users
coordinate when each multimedia element (text, graphics, audio, ideo or
animation) plays.
In time frame concept authoring tools, a timeline consists of layers which
span seeral frames.
For example a simple presentation could contain three layersA layer one
could contain a picture of a blue s(y, layer two could contain a picture of a
mountain and layer three a picture of a mountain climber.
If each of the layers span BC frames and the user presses the DplayD button,
then the presentation will show a picture containing all of the elements in
the layers e.g. blue s(y, a mountain and a mountain climber.
If layer one howeer only spans = frames from the
beginning, then the blue s(y would only show for = frames
and then disappear for the remaining =.
#xamples of authoring tools using the time frame concept
are Flash and +irector. These two software can support
multi platform.
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ICON CONCEPT
The icon concept in authoring tools proides the multimedia deeloper
with a isual programming approach to se3uencing eents in the
multimedia application.
In this concept, elements and eents are organised in a structural
framewor(.
8ith icon authoring tools, users can present isually a logical flow of
eents by dragging icons from an icon menu.
The icon can represent graphics, audio files, animation, text, moies,
and other elements should be played in a logical flow or flow chart.
These entire icon concept authoring tools use Ddrag and dropD to pic(
up and place icons on the presentation page.
These icons represent$
eents such as mouse clic(s, (ey press
actions to be performed after an eent e.g. a transition, a sound
routines to perform loops, conditional branches
' presentation is built by inserting one ob2ect after another e.g. a simple
application could contain 2ust three icons$ picture, sound icon and text icon.
8hen we clic( on the -estart button, the presentation starts.
Seeral multimedia authoring tools which use this icon
concept are 'uthorware and Icon'uthor. These two
software can support multi platforms.
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CARD CONCEPT
The card concept in authoring tools are based on the idea of card stac(s
containing graphics, audio, ideo, text and animation.
#lements and eents in card concept authoring tools are organised as pages
in a boo( or a stac( of cards.
8hen card concept authoring tools starts, a blan( page is displayed. &ertain
ob2ects can be inserted e.g. text, pictures and buttons3
*y inserting ob2ects into seeral pages, a multimedia Dboo(EE is eentually
created.
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The deeloper can create transitions between pages and on the ob2ects
themseles. Foom text in and out, causing a picture to flow onto the page.
#xamples of the card concept in 'uthoring Tools are Tool*oo(, 0yper&ard
and Super&ard.
Tool*oo( uses the 8indows platform. ,0ypercard and Supercard uses the
Macintosh platform.
E"TENSION # CRITERIA IN EVALUATIN. AN
AUT$ORIN. TOOL
It should be easy to useA thus non,programmers do not hae to learn
a programming language in order to deelop multimedia courseware.
It should hae ready,made templates, including popular buttons or
signs and naigation tools.
It offers compatibility with the 8orld 8ide 8eb.
It has on,line help and learning aids.
LESSON 24
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%E- EDITORS
%E- EDITOR
8eb editor is a program that you use to create 8eb page. It can be
something as simple as the text editor that came with your operating
system. It can be something as simple as the text editor. It can also be
something that creates the 8ebsites as you point and clic( away.
' 8eb page is written in 0ypertext Mar(up )anguage (0TM)) which is a set
of Dmar(upD symbols inserted into a file for a display on the 8orld 8ide 8eb
(888) browser.
The mar(up tells the 8eb browser how to display a 8eb page.
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There are two types of 8eb editors. They are text,based and 8hat %ou See
Is 8hat %ou 6et (8%SI8%6).
TE"T*-ASED EDITOR
' text,based 8eb editor is a basic
editor where you wor( with 0ypertext
Mar(up )anguage (0TM)) tags to
create a 8eb page.
It can be used to change 0TM) source
codes.
/sing a text,based 8eb editor re3uires you to hae 0TM) (nowledge to get
started.
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Software such as 4otepad and 7S7ad are examples of text,based editors.
7S7ad has additional functions that include syntax highlighting and toolbars3
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%YSI%Y. %E- EDITOR
8%SI8%6 is an acronym for 8hat %ou See Is 8hat %ou 6et. 8%SI8%6 web
editors proide an editing interface that shows how the pages will be
displayed in a web browser.
/sing a 8%SI8%6 editor does not re3uire any 0TM) (nowledge. It is easier
for an aerage computer user.
#xamples of 8%SI8%6 web editor are Microsoft Front7age and Macromedia
+reamweaer.
C$ARACTERISTICS OF TE"T*-ASED EDITORS AND
%YSI%Y. EDITORS
User 5riend&( , a text,based editor is less user friendly compared to a
8%SI8%6 editor.
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6un7 $TML G There is no 2un( 0TM) in text,based compared to 8%SI8%6
editors.
$TML 7n)8&ed!e G a text,based editor re3uires 0TM) (nowledge
compared to 8%SI8%6 editors.
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Insertin! a s1ei5i ta! G It is hard to insert a specific tag using a text,
based editor compared to 8%SI8%6 editor.
Visua&i9e t:e desi!n G a text,based editor cannot isuali:e the design
compared to a 8%SI8%6 editor.
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The differences between the text,based editor and 8%SI8%6 editor.
E"TENSION # %E- SITE -UILDER
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' 8eb site builder is a software application that lets users create a 8eb
site. It will offer the user a collection of templates and can be modified by
the user.
LESSON 2;
USER INTERFACE PRINCIPLES
/ser interface is a program that proides an interface or medium for humans
to interact with the system.
USER INTERFACE PRINCIPLES
/ser interface is a way a computer program communicates with the person
who is using it. There are eight main principles of the user interface.
B. &onsistency
;. &larity
<. &ontext
H. 4aigation
=. Search
I. 7ersonalisation
9. )earnability
J. Flexibility
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CONSISTENCY
&onsistency means the interface design is in harmony and the same applies
to all screen in a software program.
The same words or commands perform the same functions throughout the
user interface.
CLARITY
&larity means clearness of labels on all icons to ma(e the system easy to
understand. /sers should use releant icons or graphics to indicate the
information.
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Icons, words or commands should be clearly labelled so that users can
understand them easily.
CONTE"T
&ontext means eery part of a lesson should be releant to a particular
title. Ideas presented need to relate to the title.
The user interface should be structured. For example, if the lesson is about
Flow &hart, all the sections including the introduction, content, actiity,
ealuation, summary and extension should be related to the Flow &hart.
NAVI.ATION
4aigation means users can moe
around the menus, help files or other
screens in a system
SEARC$
Search means the system enables users
to search (eywords or glossary. The user
interface should hae a search function.
It should proide multiple ways for users
to ma(e 3ueries by grouping or sorting.
The system should proide users a preiew in order to get a word in the
correct page.
LEARNA-ILITY
)earnability means the system proides support information and help files to
ma(e the system easy to understand.
Support information is important, especially in
helping the user to use the
system.
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The help function should be aailable to speed up the interaction for both
experienced and inexperienced users.
FLE"I-ILITY
Flexibility means a user has the
authority to naigate through all the
sections without any limitations.
For example, the user is allowed to
access any of the lessons, sections
and pages of the program.
PERSONALISATION
7ersonalisation means the users can
ma(e their own personal or indiidual
learning.
/sers can choose their display
options.
E"TENSION # .RAP$ICAL USER INTERFACE <.UI=
6raphical /ser Interfaces is a set of screen presentations that utilise graphic
elements such as icons to ma(e an operating system easier to use.
6raphical /ser Interfaces, such as Microsoft 8indows has the following basic
components$
P)inter# ' symbol that appears on the display screen that you moe to
select ob2ects and commands.
I)ns# Small pictures that represent commands, files, or windows. *y
moing the pointer to the icon and pressing a mouse button, you can
execute a command or conert the icon into a window.
%ou can also moe the icons around the display screen as if they were real
ob2ects on your des(.
Des7t)1# The area on the display screen is referred to the des(top.
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%ind)8s# %ou can diide the screen into different areas. In each window,
you can run a different program or display a different file.
%ou can moe windows around the display screen, and change their shape
and si:e as well.
Menus# Most graphical user interfaces let you execute commands by
selecting a choice from a menu.
These features has made Microsoft 8indows easy to use and a popular
operating system.
LESSON 2>
INSTALLATION OF TOOL-OO? ASSISTANT 2@@/
INSTALLIN. TOOL-OO? ASSISTANT 2@@/
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E"PLORE T$E INTERFACE OF TOOL-OO? 2@@/
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ADDIN. MULTIMEDIA ELEMENTS INTO TOOL-OO?
6o to Kuic( Start Tab choose *lan(
4atie Tool*oo( *oo( and clic( o(.
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&onfirm +eployment method dialog box
pops up. -ead through the message
and clic( yes.
'd2ust screen.
+raw some ob2ects. &lic( on the
&atalog. &hoose draw ob2ects and
double clic( circle and triangle.
'd2ust and resi:e the shapes.
'dd colours to the shapes.
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To ma(e the triangle behind the circle,
-ight clic( the triangle and clic(
properties, change layer ; to layer B.
Then close the properties box.
To close Tool*oo(, clic( file, then clic(
exit or press 'ltLFH.
Sae this pro2ect in your student folder.
E"TENSION # TOOL-OO? AUTOPAC?A.ER
Toolboo( 'utopac(ager utility gathers all the files together in the same
directory.
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The 'uto7ac(ager wi:ard will wal( you through the steps to create this
installation set.
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LESSON ,@
FEATURES OF TOOL-OO? ASSISTANT 2@@/
Tool*oo( 'ssistant ;CCH is an authoring tool
used by non,technical people to create 8eb,
based training, computer based training, and
interactie e,learning contents.
8i:ards, templates and catalog ma(e it easy
for teachers, students and staff to learn and
use.
Features li(e the drag,and,drop enironment
do not re3uire any programming. It enables
fast and easy creation of online content.
T$E FEATURES OF TOOL-OO? ASSISTANT 2@@/
Su11)rts a 8ide ran!e )5 mu&timedia e&ements$
Tool*oo( 'ssistant ;CCH allows users to integrate text, graphic, audio,
ideo, hyperlin(s and ariety of exercises.
Eas(*t)*use and 1)8er5u& :(1er&in7 )bAets#
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The hyperlin(s can lin( to a ariety of elements such as documents, pop,
ups, 8eb pages and applications.
S(n:r)nisati)n T))&$
&oordinating images and sound in time becomes a ery simple tas( that
can be performed by anyone without specialised s(ills3
Eas( d)ument editin!#
8ith Tool*oo( 'ssistant ;CCH, the design of interactie multimedia training
courses are fast and easy. 8or( is done directly in a 8%SI8%6 enironment.
There are many functions in this application. For example, drag and drop
user interface allows users to immediate in creating multimedia
presentation.
Test t:e d)ument at an( time#
/sing the reader mode, we can preiew our multimedia presentation. 8hile
using the author mode, we can edit multimedia documents.
A 'ariet( )5 Cust)misab&e Learnin! Tem1&ates#
To speed up and simplify the multimedia presentation, Tool*oo( 'ssistant
;CCH proides a ariety of templates that can easily be customised by users.
C)urse Pub&is:in! Made Eas(#
The multimedia presentation can be automatically published in any of the
aailable deliery formats, including publishing to 8eb and &+,-.M.
C)m1&iane $TML )urse8are #
Tool*oo( 'ssistant ;CCH is an e,)earning solution for 0TM) 8eb,based
courseware content. The courseware can be iewed with Internet #xplorer,
4etscape 4aigator and Mo:ila Firefox.
CREATE A -OO? %IT$ BUIC? SPECIALIST
111
112
LESSON DESI.N SPECIALIST
113
114
CREATIN. BUESTIONS
TRUECFALSE
115
MULTIPLE C$OICE
FILL IN T$E -LAN?
LESSON ,1
MULTIMEDIA PRODUCTION TEAM
0igh,3uality interactie multimedia
applications are the products of a
production team.
' multimedia team will produce fine,3uality
high,end applications such as games,
information (ios(s, commercial training and
educational applications. They are usually
produced by a specialised team.
116
MULTIMEDIA PRODUCTION TEAM
' multimedia production team consists of a 7ro2ect Manager, Sub2ect Matter
#xpert (SM#), 6raphic 'rtist, 'udio,5ideo Technician, Instructional +esigner
and 7rogrammer.
T$E PRO6ECT MANA.ERDS ROLES
The 7ro2ect ManagerEs roles are to define the scope of the pro2ect and
discuss with the client.
' pro2ect manager has to search for financial resources, e3uipment and
facilities.
The pro2ect manager also needs to coordinate the production team.
117
T$E SU-6ECT MATTER E"PERTDS ROLE
The Sub2ect Matter #xpertEs role is to do research on the content of a
multimedia program.
The Sub2ect Matter #xpert has to proide content for the multimedia
content.
118
T$E .RAP$IC ARTISTDS ROLE
The 6raphic 'rtistEs role is to deelop the graphic elements of the program
such as bac(grounds, buttons, photo collages, <+ ob2ects, logos and
animation.
T$E AUDIO*VIDEO TEC$NICIANDS ROLE
The 'udio Technician is responsible for recording the oice. 0e edits the
sound effects. 0e records and edits music. The 5ideo Technician is
responsible for capturing, editing and digiti:ing the ideo.
119
T$E INSTRUCTIONAL DESI.NERDS ROLES
The Instructional +esignerEs roles are to decide on the best educational
strategies and practices to present the information.
T$E PRO.RAMMERDS ROLE
The 7rogrammer?s role is to write the program code lines or scripts using the
authoring tool.
0e combines the multimedia elements into a multimedia program.
E"TENSION # %E-MASTER
120
4ew technology has now made it
ery easy for many people to
access the 8eb.
+esigning interesting 8eb sites is
ery important for many
businesses.
The webmasterEs main 2ob is to create and maintain the 8eb site.
0e should be able to integrate the multimedia elements into a 8eb page.
0e also handle en3uiries and feedbac(.
LESSON ,2
MULTIMEDIA PRODUCTION P$ASES
' multimedia program are deeloped by multimedia deelopers that must go
through multimedia production phases.
Multimedia deelopers hae to plan a series of phases to produce
multimedia application.
P$ASES IN MULTIMEDIA PRODUCTION

There are six phases inoled in the production of a multimedia pro2ect.
121
The six phases inoled can be categorised into < main stages.
7re,production is the process before producing the multimedia pro2ect.
7roduction is the process of producing the multimedia pro2ect.
7ost,production is a process after producing the multimedia pro2ect.
OVERVIE% OF T$E P$ASES
Ana&(sis P:ase
+uring the 'nalysis 7hase, the multimedia deelopers interiew the clients
to find out their needs and write the 7roblem Statement and a 7roposal.
Desi!n P:ase
*ased on the needs of target users, the multimedia deeloper will design a
Flow &hart and Storyboard. This phase is (nown as the +esign 7hase.
Im1&ementati)n P:ase
.nce the Storyboard is confirmed, the multimedia deelopers will start
Implementation 7hase.
The Implementation 7hase refers to the process of conerting the design
plan into a multimedia program. This is the phase where the multimedia
program is produced.
122
Testin! P:ase
The multimedia deelopers will use a &hec(list to test the multimedia
program. If there are any errors, the programmer will fix the program.
E'a&uati)n P:ase
In the #aluation 7hase, selected users will use an #aluation Form to try
out the program and gie feedbac(.
Pub&is:in! P:ase
Finally, when the multimedia program is completed, it will be published to
&+.
E"TENSION # PROTOTYPE
Many multimedia production companies try to shorten the production phase.
.ne of the ways is to use a prototype.
123
7rototype means a standard or model
example.
' prototype is a basic model of a new
multimedia program that is to be
deeloped.
This is done so that the new design
can be tested and changed before the
stage of actual production.
*y using a prototype, users can help
to decide suitable designs of the
multimedia pro2ect.
LESSON ,,
MULTIMEDIA PRODUCTION # ANALYSIS P$ASE
ANALYSIS P$ASE
The 'nalysis 7hase is the main phase of
a multimedia production.
It will enable multimedia deelopers to
set the focus of the pro2ect.
In this phase, the multimedia deelopers
will identify the pro2ect title, problem,
ob2ecties, possible solution and target
users.
PRO-LEM STATEMENT AND PROPOSAL
E"AMPLE
8e are to deelop a multimedia pro2ect for our school. From obserations we
found that students need to be informed on the danger of drugs.
124
The followings are 3uestions that we can use to determine the focus of our
pro2ect$
%:at is t:e 1r)Aet tit&e+
%:at is t:e 1r)b&em+
%:at are t:e )bAeti'es t) a:ie'e+
%:at is t:e 1)ssib&e s)&uti)n t) t:e 1r)b&em+
%:) are t:e tar!et users+
8e need to analyse the findings and
identify the problems.
'fter identifying the problems, write a 7roposal for a multimedia pro2ect.
E"TENSION # ANALYSIS TOOLS
125
In order to understand a problem, we need to use analysis tools. These
tools will point out what needs to be done.
There are three types of analysis , namely the Focus 6roup 'nalysis,
&ontent 'nalysis and 6oal 'nalysis.
Focus 6roup 'nalysis uses
the Kuestionnaire to find
the needs of target users.
The &ontent 'nalysis helps
multimedia deelopers to
choose the contents for
the multimedia program
by using &ontent 'nalysis
Form.
In 6oal 'nalysis, we use
the 6oal 'nalysis Form to
guide multimedia
deelopers.
It helps them to set up the
focus of the pro2ect.
126
LESSON ,/
MULTIMEDIA PRODUCTION # DESI.N P$ASE
*efore any product or inention can be made, it needs to be designed.
Similarly, in producing a multimedia program, design plays an important
role.
DESI.N P$ASE
The +esign 7hase is the second phase in multimedia production.
The +esign 7hase refers to the planning of the design of the multimedia
program to be deeloped.
There are two popular tools used in the +esign 7hase, namely the Flow
&hart and Storyboard.
127
FLO% C$ART
In the example of DSay 4. To +rugsD, the multimedia deelopers drew a
Flow &hart.
Flow &harts help multimedia deelopers to lay out the flow of a multimedia
program.
128
STORY-OARD
Storyboards are rough s(etches of
eerything that are included in a
multimedia program.
The multimedia deelopers write a Storyboard for
the program based on the Flow &hart.
In the Storyboard, we hae to consider the content
of the program, naigational system to be used and
the layout of the program.
4ext, multimedia deelopers produce the
Storyboard in detail.
The storyboard lays out how the multimedia elements are to be put in a
multimedia program.
CASPER SCREEN DESI.N PRINCIPLES
129
Screen design refers to how the multimedia program
will loo( when it is displayed on the computer screen.
In screen design, &'S7#- design principles are used.
CONTRAST
&ontrast refers to the usage of different types of
multimedia elements.
It is one of the way to ma(e the multimedia program
more attractie.
'lignment refers to the arrangement of multimedia
elements on the screen.
For example, graphics or text should be arranged at the
most suitable position.
SIMPLICITY
Simplicity refers to the simple and easy way of presenting the multimedia
program. For example, using a simple design with less graphics, animation
and text ma(es the multimedia program more attractie and easy to
understand.
PRO"IMITY
7roximity refers to the concept of grouping a similar or related element.
For example, the arrangement of DMain MenuD and graphics must be in
one group.
EMP$ASIS
#mphasis refers to creating the focus point on the screen. It will highlight
the important part of the screen to attract the user?s attention
REPETITION
-epetition refers to the concept of repeating the same texture, colour, si:e
of font and style in the multimedia program. -epetition adds a isual interest
into the multimedia program.
&'S7#- principles are used to ma(e sure that the multimedia program is
user,friendly.
E"TENSION # %E- DESI.N STORY-OARD
' 8eb +esign Storyboard is an outline of what your 8eb site will include
before it is actually created.
130
' business Storyboard may include$ Main page or index, 'bout us, Serices
offered, 7roduct offered, &ontact us.
It needs to include the title, naigation buttons, content and graphics.
LESSON ,0
MULTIMEDIA PRODUCTION # IMPLEMENTATION P$ASE
IMPLEMENTATION P$ASE
The third phase of multimedia production is Implementation.
In the Implementation 7hase, the multimedia deelopers will conert a
design plan such as a Storyboard into a multimedia program. This is the
phase where the multimedia program is produced.
In the Implementation 7hase, we use
Toolboo( 'ssistant ;CCH as the authoring tool
to integrate the multimedia elements.
IMPLEMENTATION OF PRO.RAM
See demonstration from the CD.
131
CREATIN. TE"TS
Insert text in the presentation area. )oo( at the storyboard and create the
text as stated in the storyboard.
See demonstration from the CD.
INSERTIN. .RAP$ICS
8e can insert graphics by ta(ing pictures using a digital camera, scanning
printed photo through a scanner and downloading pictures from the internet.
See demonstration from the CD.
INSERTIN. ANIMATION
'nimation can be applied on the graphics we hae inserted.
See demonstration from the CD.
INSERTIN. AUDIO
*efore inserting the audio we must ma(e sure that the audio format
complies with the multimedia authoring software we are using.
8e can obtain audio files by recording our oices in a digital form,
downloading audio from the Internet and creating our own audio file by
using a special software.
See demonstration from the CD.
INSERTIN. VIDEO
8e can get ideo files by using a digital ideo camera, downloading ideo
files from the Internet, creating our own ideo files and buying ready,made
ideos from multimedia publishers.
See demonstration from the CD.
INSERTIN. $YPERLIN?
'nother element that will apply in the Implementation 7hase is the
interactiity, we let the user use our multimedia program according to their
needs.
To do so, hyperlin(s are used. #ach page can be lin(ed through ob2ects or
text in the presentation area.
See demonstration from the CD.
132
E"TENSION # COPYRI.$TS
7roducers and users of multimedia programs need to be aware of copyright
laws and abide by them. Multimedia productions combine a ariety of
elements from many different sources.
It is important to (now that the use of these materials must be legal and
does not go against copyright laws. In most cases you hae to pay to use
other people?s material.
It is also necessary to be aware of copyright issues for elements we use in
the Implementation 7hase.
/se royalty free audio, ideo, animation and graphic downloaded from
8eb sites.
)earn more about copyrights on the Internet and &yberlaw from the
following 8eb sites$
http$MMpublishing.wsu.eduMcopyrightMinternetNcopyrightM
http$MMwww.piercelaw.eduMtfieldMcopynet.htmOaut
http$MMwww.cyberspacelaw.orgMdoganMindex.html
LESSON ,2
MULTIMEDIA PRODUCTION # TESTIN. P$ASE
TESTIN. P$ASE
The Testing 7hase begins after the Implementation
7hase.
The Testing 7hase inoles multimedia deelopers.
The purpose of testing is to ensure that the program
runs correctly without errors.
C$EC?LIST
133

Sample of a &hec(list used for a multimedia program.
In this &hec(list the aspects focused are content, interface and naigation.
Multimedia deelopers usually test
the content, interface and naigation
of multimedia program.
The content refers to the goals of
the program, text, graphics, audio,
ideo, nimation, language used and
how informatie the program is.
For the interface, &'S7#- principles
are used for the items in the
multimedia program.
They are &ontrast, 'lignment,
Simplicity, 7roximity, #mphasis and
-epetition.
For 4aigation, aspects tested are the naigation aids and consistency.
.O T$ROU.$ A C$EC?LIST
134
Test the program using the chec(list.
It is important to test the design and the functions of the multimedia
program that we hae deeloped.
'fter testing, the program is then fixed.
E"TENSION # ALP$A AND -ETA TESTIN. STA.ES
8hen we test a multimedia program, we must ma(e sure our product is
error,free.
The 'lpha testing is about testing the newly
deeloped product at the deeloperEs site.
Then, a group of selected users would test the
reised product at their computers.
This type of testing is (nown as *eta testing.
'fter that, the final release of the product will be deliered to the target
users.
LESSON
,4
135
MULTIMEDIA PRODUCTION # EVALUATION P$ASE
EVALUATION P$ASE
The #aluation 7hase begins after the Testing 7hase. Selected users are
inoled in the ealuation of multimedia programs.
The #aluation 7hase focuses on oerall presentation and effectieness of
the multimedia.
EVALUATION FORM
#aluation of the product needs to be ealuated in ; aspects$ content and
user interface.
In the presentation of the contents, all
items are complete and all (ey ideas
hae been included.
' suitable introduction, reason, effect,
preention and conclusion ma(e up
the (ey ideas of the content.
' good user interface will hae
consistency, clarity, context, naigation
and flexibility of the multimedia
program.
The #aluation Form has features that
allow selected users to chec( the
multimedia program. They can gie their
remar(s based on the features.
See demonstration from the CD.
LESSON ,;
136
MULTIMEDIA PRODUCTION # PU-LIS$IN. P$ASE
*efore publishing the multimedia program, we need to test and ealuate the
program thoroughly to ensure they are free from error.
8e also need to confirm the program is finalised and there would not be any
modifications and changes.
PU-LIS$IN. P$ASE
The 7ublishing 7hase is the last phase in a multimedia production. 6enerally,
we hae two options of mediums used in deliering multimedia contents.
First, multimedia can be deliered through
8eb pages. Thus, we can pac(age our
multimedia program to be a 8eb,based
multimedia.
Secondly, multimedia can be deliered
through compact discs.
PRODUCIN. A MULTIMEDIA CD
*y using the 'uto7ac(ager wi:ard, multimedia deelopers are able to gather
all the necessary multimedia files such as audio, graphics and ideo into an
installation set.
The installation set ma(es the DSay 4.
To +rugsD program run automatically.
See demonstration from the CD.
137
PRODUCIN. A CDE CD COVER AND CD LA-EL
In the 7ublishing 7hase, the process of producing a &+ and its coer is done.
Multimedia deelopers re3uire a &+ writer to produce a multimedia &+.
/se
the software that comes with the &+
writer to produce the &+.
See demonstration from the CD.
/se the software that comes with the &+
writer to produce the &+ coer and &+
label.
See demonstration from the CD.
CASIN. FOR PAC?A.IN.
In this phase, the casing for pac(aging also needs to be considered. 0ere is
an example of a &+ 2ewel case. It is a three,piece plastic case that usually
138
contains a compact disc along with an insert for a &+ coer and an inlay.
&+ sleees are another popular solution
for storing &+s.
E"TENSION # DUPLICATION AND REPLICATION
The first step to be ta(en in duplication or replication of &+s is to hae a
master copy of the program. ' &+,-.M 8riter or a +5+,-.M 8riter is more
suitable for duplication.
If many copies need to be produced, then the
replication process should be ta(en. It reduces
cost and time.
139
The types of e3uipment inoled in replication are recorders, tower,
automated, copies, &+ printers and other pac(aging e3uipment.
-eplication of &+s are normally done by an established replication factory.
LESSON ,>
PRODUCE AN INTERACTIVE EDUCATIONAL MULTIMEDIA
PRO6ECT
To produce a multimedia pro2ect,
we need to undergo a series of
steps. 8e must go through the
'nalysis 7hase to define our pro2ect
title.
8e need to gather the materials
such as text, graphics, audio, ideo
and animation.
8e use Toolboo( 'ssistant ;CCH as the authoring tool to create a
multimedia program.
8e need to test our program.
8e also need someone to ealuate the program and gie feedbac(.
.nce we are satisfied with the program, we can use a &+ writer to produce
a &+.
PRODUCIN. A MULTIMEDIA PRO.RAM
&o,curriculum actiities are important to students. Students will need to
2oin a society, a sports club and a uniformed body.
's you analyse the problem faced by students, you found that students hae
problems in selecting suitable co,curriculum actiities for themseles
.ne of the causes of the problems is that there is not enough promotion
gien to the students on co,curriculum actiities.
*eing in the -eporters? &lub, you need to produce a multimedia program for
the club. This program will promote the club and you will be able to recruit
new members.
140
*ased on the problem analysis, we write the 7roblem Statement and a
7roposal.
DESI.NIN. T$E MULTIMEDIA PRO.RAM
In the +esign 7hase, the Flow &hart and Storyboard are used.
The Flow &hart will show the flow of the
program.
141
Multimedia deelopers will proide the Storyboard.
MULTIMEDIA PRODUCTION TEAM
' multimedia production team consists of a 7ro2ect Manager, Sub2ect Matter
#xpert (SM#), 6raphic 'rtist, 'udio,5ideo Technician, Instructional +esigner
and 7rogrammer.
142
PREPARE RESOURCES
8e need to prepare our resources
before the pro2ect begins.
.ur main resource for content matter is
in text form. Most of the time, this
comes through the Storyboards
proided by the content writers.
.ther sources for text would be from
the Internet, school textboo(s and
other reference boo(s in the mar(et.
8e can use the ready made animation tools proided by the multimedia
authoring software. *esides this, free animation can be downloaded from the
Internet.
8e can gather graphics by ta(ing pictures with digital cameras, scanning
printed photos with scanners and downloading pictures from the Internet.
Firstly, we must confirm that our audio resources comply with the audio
formats of the multimedia authoring software that we are using.
8e can obtain audio files by recording oice oers in digital form,
downloading audio from the Internet and creating our own audio files by
using audio editing software.
8e can gather ideo resources by using digital ideo cameras, downloading
ideo files from the Internet, creating our own ideo files and buying ready
made ideo from multimedia publishers.
143
IMPLEMENTATION P$ASE
See demonstration from the CD.
APPLY MULTIMEDIA PRODUCTION P$ASES
'fter you hae completed your multimedia
program, you can use the chec(list to iew your
program.
Test the functionality of your program. See
whether your program fulfills the criteria in the
&hec(list. If the multimedia program has problems,
fix and repair it.
'fter testing, you can as( your friends to help you
ealuate your program. It is adisable to let other
people such as your teacher, club adisor or your
principal to ealuate your program.
8hen eerything is finalised, you can proceed to
pac(age your &+ by using 'utopac(ager. %ou need
to use a &+ writer to produce the multimedia
program. %ou can also design your &+ coer and
&+ label.
144
E"TENSION # %$AT IS PRO6ECT MANA.EMENT+
7ro2ect management is about managing resources. There must be enough
resources for the pro2ect to finish on time. These resources must also be
within budget. The satisfaction of the end user should be the final aim of
pro2ect management.
7ro2ects are planned to be completed within a period of time. 7ro2ect
management can be diided in this way$
+iision into sub,tas(s
This means brea(ing down the oerall tas( into a series of sub,tas(s.
Team allocation
7eople with different s(ills are brought together to wor( as a team.
8or(ing in teams means that the expertise of indiiduals can be grouped
together. Ideas can be shared and deeloped dynamically.
LESSON /@
INTRODUCTION TO IMMERSIVE MULTIMEDIA
INTRODUCTION TO IMMERSIVE MULTIMEDIA
The history of Immersie Multimedia began with
the concept of 5irtual -eality.
In the late BPICs, the desire of computer
scientists and artists was to create, digitally,
made Qnear,to,reality? experiences through
Interactie Multimedia.
This became (nown as 5irtual -eality. 5irtual
-eality, today, is a computer,created
enironment that a user can experience through
the senses of sight, hearing and touch.
Immersie Multimedia is a combination of
multimedia elements and interactiity in 5irtual
-eality.
145
E"AMPLE OF IMMERSIVE MULTIMEDIA
Eduati)n
Medical students today can perform surgical
operations on irtual patients.
This enhances learning as these students can
freely practice doing many operations without
any ris(s.
-usiness
5irtual tours gie you a <IC degree iew of
physical space. These tours proide
customers with a detailed iewing
experience.
&ustomers can naigate through the
enironment as if they are ta(ing a wal(,
through tour.
&ome of these irtual tours een allow
customers to add their own design.
Immersie Multimedia is ery useful for property agents and hotels.
Entertainment
5ideo games li(e the Star 8ars, 'ges of
#mpire II, 8orldwide Soccer Manager and
The Sim; brings its players to ta(e on
different roles and lie in different
enironments and lifestyles.
'nother popular application in entertainment
is D0ome for 7layStation<D. D
0ome for 7layStation<D is where the user
becomes a resident in a <+ irtual world. This
irtual world has its own population, social
actiities and irtual lands where the
residents can own and lie in.
146
E"TENSION # VRML
5-M), also pronounced as Qer G mul?, is
the term for 5irtual -eality Modeling
)anguage. 5
-M) is a programming language used to
create <+ interactie graphics or
enironments for use on the Internet,
such as irtual galleries and irtual
gaming.
It is also used to deelop multimedia presentations where users can interact
with animation, sound, lighting and other ob2ects in a irtual world.
147

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